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Object–Oriented Programming with Swift 2 by Gastón C. Hillar

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Chapter 1. Objects from the Real World to Playground

Whenever you have to solve a problem in the real world, you use elements and interact with them. For example, when you are thirsty, you take a glass, you fill it up with water, soda, or your favorite juice, and then you drink. Similarly, you can easily recognize elements, known as objects, from real-world actions and then translate them into object-oriented code. In this chapter, we will start learning the principles of object-oriented programming to use them in the Swift programming language to develop apps and applications.

Installing the required software

In this book, you will learn to take advantage of all the object-oriented features included in the Swift programming language version 2.2. ...

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